Massive troop rebalancing

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The Mercenary

Grandmaster Knight
I was thinking about it while moving furniture around today. Basically, a troop rebalance to every faction. What it would entail is a large change in the growth of the power of soldiers in each faction. For Swadia, for example, you would have your initiates, very inexperienced and bad at combat. Acolytes would be slightly more experienced and capable, as would proselytes, but the changes would be very noticeable - they would match a 6th level player or a 9th level player. Eventually, you'd reach the mid-tier soldiers, who would be as capable as say, an 18th level player. Knights would be up at a 25th level player, and the elites would go up to even 40th level players. Dark Knights would remain at their power level, elites would lose some power, and mid-tiers would gain some power - in addition, kingdoms would be rebalanced so that the armies would be composed mostly of mid-tiers. The leveling of the troops would also be changed so that it's fairly easy to get them up to mid-tier, but afterward is very difficult to get them to elites. The ease would be about as much as that of leveling yourself to a mid-tier troop's power. So, assuming the player starts at level 1 with 7 strength, 5 agility, 4 intelligence, and 4 charisma (which is the base stats for every soldier that's not elite in the current method of troop balancing), and four skill points, you might end up with a soldier, 18th level character, with 15 strength, 10 agility, 8 intelligence, 4 charisma, 5 ironflesh, 5 powerstrike, 3 athletics, 3 shield, 3 weaponmaster, 2 inventory management, 2 looting, and 2 trade - he gains the same amount of skill, attribute points as the player, and has the same limitations - for every 3 points in an attribute, you may put 1 point into an associated skill. Weapon proficiencies would be tweaked as well, as a representation of the soldier's basic skills with his weapon. As a basic comparison, I've done the first few tiers of the Swadian troop tree:

Initiate
Level 1
7 STR
5 AGI
4 INT
4 CHA
1 Ironflesh
1 Powerstrike
1 Athletics
1 Shield

Proselyte
Level 5
9 STR
6 AGI
5 INT
4 CHA
2 Ironflesh
3 Powerstrike
2 Athletics
1 Shield
1 Inventory Management

Acolyte
Level 9
12 STR
7 AGI
5 INT
4 CHA
3 Ironflesh
3 Powerstrike
2 Athletics
2 Shield
1 Inventory Management
1 Weaponmaster
1 Trade

Trained Soldier
Level 14
12 STR
10 AGI
7 INT
4 CHA
4 Ironflesh
4 Powerstrike
3 Athletics
2 Shield
2 Inventory Management
2 Weaponmaster
1 Trade

Soldier
Level 18
15 STR
10 AGI
8 INT
4 CHA
5 Ironflesh
5 Powerstrike
3 Athletics
3 Shield
3 Weaponmaster
2 Inventory Management
2 Looting
2 Trade

Veteran Soldier
Level 22
16 STR
12 AGI
9 INT
4 CHA
5 Ironflesh
5 Powerstrike
4 Athletics
4 Shield
4 Weaponmaster
3 Inventory Management
2 Looting
3 Trade

Sergeant
Level 25
16 STR
15 AGI
9 INT
4 CHA
5 Ironflesh
5 Powerstrike
5 Athletics
4 Shield
4 Weaponmaster
1 Leadership
3 Inventory Management
2 Looting
3 Trade

Notice how the Sergeant gains few abilities from the Veteran Soldier - the main change would be in weapon proficiencies, he would jump up 40 points in skill with his weapon.

As for changes to elites, you'd see something like this:

Ivory Archer
Level 32
36 STR
36 AGI
4 INT
4 CHA
10 Ironflesh
7 Powerstrike
12 Powerdraw
8 Athletics
10 Weaponmaster

Ivory Archer
Level 42
36 STR
15 AGI
6 INT
4 CHA
4 Ironflesh
4 Powerstrike
12 Powerdraw
5 Athletics
5 Weaponmaster
4 Trade
3 Looting
2 Inventory Management

Despite its increase in levels, and therefore wages, the Ivory Archer actually decreases in power. Relative to other soldiers, however, it is still much more highly powered, and precious. Similarly, the Crusader.

Crusader
Level 36
36 STR
16 AGI
24 INT
16 CHA
12 Ironflesh
12 Powerstrike
10 Weaponmaster
10 Riding
10 Shield

Crusader
Level 48
36 STR
18 AGI
9 INT
4 CHA
12 Ironflesh
12 Powerstrike
6 Weaponmaster
6 Riding
6 Shield
3 Trade
1 Leadership
4 Looting
3 Inventory Management

Again, power decreases as level increases, but compared to say, a sergeant, the crusader is a much more powerful combatant - he is still easily taken down by a small mob of enemies though, as it should be.

Anyway, just throwing this out there. If done, it would take a while to implement, due to having to recalculate a couple hundred soldiers' stats. Many elites would also be removed in favor of mid-tiers, and elites would be extremely annoying to get through leveling them from noble units. Noble units would also start off at a higher level and with more abilities than a peasant unit. Elites would be more easily gotten via their special buildings. They would be costly, but you wouldn't be able to just hire one and send him off to go butcher enemies - they'd be special soldiers that you'd use to reinforce your army and make it stronger, but you'd wince when you saw one die. That is to say, elites would be just that - elite soldiers who are used to bolster your army, and are far superior to normal soldiers, but are still easily killed by normal soldiers. They would no longer be the backbone of a player's army - that would fall to the infantry, the soldiers.
 
If all you're doing is a simple recalc of the troops stats/skills based on them upgrading I can help you with the numbers if you'd like. I have some free time and some experience making troop trees and such. I know it can be very tedious work so figured I'd offer a hand.
 
Is there any change beyond price in how elites are trained?

Will mercenaries have a rebalance as well, especially wage wise, as top tiers are getting signifigantly more expensive and it seems counter productive to the trade off of mercs wages/hire cost vs train time of upper tier troops? (I think that was a run on, but w/e...)

And I second Kinsume's offer (on my behalf, not his/hers). Also if you need someone to compile python code I'm here for ya! :mrgreen:
 
Ok, I’ve just come in from the pub, so some of this will be gibberish, but I’m out of action for the next few days so I have to have my speak. Also, it'll take a week or so for people to think about this so you should be patient as regards responses.

First, wow Merc, this seems pretty radical to me. I think I agree with all your proposals, but the big question is:

When you think of your mod, and the people who play it, who are you thinking of? At the moment I feel NE is a fabulously accessible mod which is a natural progression from Native and offers more flexibility and many ‘features’ (deathcam, npcs as lords, kingdom management, elite troops, etc) which enhance gameplay without throwing up obstacles (NE looting system allows you to finance your uber-army of Lady Knights, for example) in your path.

I really like your proposals here, but it seems to me that the character of the mod would change, in that it would become much more realistic, and would therefore merit a warning on the download page a la PoP, for example, ‘This mod is aimed at experienced players, and is meant to be realistic and difficult’,  etc and so forth). If that’s what you’re moving towards, then cool. It would be interesting to hear the opinions of some recent players to see if this was something they would welcome etc.

OK, all that aside. I may be misunderstanding the model you’re proposing, but personally I would agree with your previous comments about the typical makeup of a medieval army and how that can be made more realistic in-game. Personally I only use peasant troops in-game so what you’re proposing is pretty interesting for me. 

It’ll be more interesting to hear the opinion of the number cruncher/gameplay mechanics guys like amade.  Joker and DZ also.

So, a couple of questions:

Everybody will be trailing around for most of the game with mid-tier troops.

Would a Swadian acolyte have to register the same number of kills as the player to move from level 9 to level 14 (trained soldier)?
e.g. Your Swadian level 18 Soldier is the same as my level 18 guy who I have at day 75...would it be day 75 before I got other level 18 troops or what? No, it couldn’t be...
kc1.jpg

Eventually, you'd reach the mid-tier soldiers, who would be as capable as say, an 18th level player.

Would training your Page into a Knight take an incredible amount of time? Would this just annoy people who love Knights?

If you have an elite troop, who is far superior than the rest, but also vulnerable, how does that affect your gameplay – do you husband him or do you set him loose on your enemies while accepting the risk that he’ll be killed?  Hmmm, interesting...

Aggh, I suppose what I’m asking is a) how is gameplay affected, b) does it add or take away flexibility (and where do mercs fit in), c) are lords etc subject to the same rules i.e will they have mid tiers as well, will this exclude Ragnar from having 30 Einerjars in his personal army, d) are weapon proficiencies totally ruled by AGI, e) would you have to train your troops for 1 zillion days in order to take on the Dks,  etc etc

Finally, I love this proposal as far as I understand it. I think.

*is inordinately pleased with himself at apparently logical response to complex topic*

*reserves right for full retraction tomorrow*

*sleeps in clothes*


 
I think Merc's proposed rebalances will effect the mod in a good way.

-With the wage increases it will be very hard to raise and maintain top tier troops. I guess the battles will be more challenging and tactical. It'll be hard to give that charge order because you'll know some of your soldiers won't be coming back and they'll be very hard to replace. In the current state of the mod, with your training 10 compainion you can train a top tier army in a week. It'll not be the case with this rebalance.

- I think it'll change the way we build our character too. Surgeon will be a most wanted skill. I know i haven't invested in that skill for a while.

I have a suggestion though. With this rebalance, defeating Dark Knights will be a lot harder than it has been. I think you should include this limitations to DK's as well. Make it harder for them to train top tier troops too. Their invasion can still start like it is now, with hundreds of Dark Marksmen, kinghts, unholy crusaders. But when they lost these troops through battle, it shouldn't be easier for them to replace it. If my armies will be mostly mid tier, i think theirs should be too.

By the way, this is off topic but i have to say it. This is a great mod. I haven't played this intensely since the Bandit King. Wonderful job Merc, and thank you :grin:
 
Realism for the win. I always felt M&B should stay as close to it as possible, as to not turn into just another oblivion-without-magic.
That said, I've long been a little displeased with having even lowly khergit nobles rush my castles with armies of gleaming gold...mostly high-tier units and nobles, that is to say.
 
Markus Saretti 说:
I have a suggestion though. With this rebalance, defeating Dark Knights will be a lot harder than it has been. I think you should include this limitations to DK's as well. Make it harder for them to train top tier troops too. Their invasion can still start like it is now, with hundreds of Dark Marksmen, kinghts, unholy crusaders. But when they lost these troops through battle, it shouldn't be easier for them to replace it. If my armies will be mostly mid tier, i think theirs should be too.

By the way, this is off topic but i have to say it. This is a great mod. I haven't played this intensely since the Bandit King. Wonderful job Merc, and thank you :grin:

But when they lost these troops through battle... These troops are supposedly trained in a culture tempered by fire of centuries of warfare. How could they train them in Calradia? To use this post as example
Shrugging Khan 说:
Huh. When I said guns I actually rather thought of the conquistadores in southern america...they caused an awful lot of trouble by having more modern weaponry than the natives.

But it's idle talk anyway, not like the the DKs are going to change anytime soon.
(But seriously, Dark Knights? What a cliche! :razz: )
The Spanish didn't get more conquistadors if they lost a fellow, they had to make do with the local rabble.

This is a great mod. I AGREE!
 
I agree and disagree. If you want to get technical about it, what army is stupid enough to invade a continent without having proper reinforcements ready for when they lose troops during the attacks?
 
Aw, I already wince when anything above the 4th tier dies. =(

But yeah this sounds good, so long as it doesn't make the game too geared towards realism.  Sometimes I just want to have a big army and kill things. D:
 
If it isn't too much work, maybe there could be a second version of NE, or an additional options menu, for choosing a more realistic game.
 
No, actually, that was what I was intending to do. Depending on the feedback for the rebalance, I would either then keep the old one or the new one. I'll get to work on that now and try and have it ready tomorrow. Note that it will not be another version or patch but an optional download as a test, similar to when we rebalanced horses.
 
That makes sense, kinda like a partial mod for this mod for people wanting to try it out. Personally I'm used to how the troops are atm so I will prob stick with this setup. Unless of course the new one looks promising.
 
Why would the soldiers get inventory management, trade, and so forth?

They are soldiers after all... not merchants...

Also, the new crusader is far superior to the old one... seeing as its got a good 12 hitpoints more and 2 agi more. :smile:
Unlike that ivory archer which will be completely useless.. :p
 
The two of you who volunteered - I hope you know what you're getting into. :lol:

Some basic rules. Starting stats at level one are 7, 5, 4, 4 for simplicity's sake. Starting amounts of skill points are 4, at level one. Each level afterward awards one point to attribute and one point to skill. Starting proficiencies are down at ~60. Each level after the first awards 30 weapon points, spread out among the weapons. Certain soldiers, knights, for example, will have no proficiency in weapons such as the crossbow, while certain soldiers, such as infantry, will have proficiency in all weapons, with more proficiency in the use of swords and spears than, say, throwing weapons. All soldiers will have combat skills and civilian skills, and skills that you wouldn't assign to a purely soldier oriented character should still be there. For example, a soldier should have IF, PS, Shield, weaponmaster, but also inventory management, trade, and such.

Stats must have a progression. An Infantryman cannot be 12, 12, 12, 4, then go 10, 15, 12, 4 for his next level. Points may not be subtracted once given. Same with skills. In addition, each point of intelligence given is an immediate extra skill point. Likewise, agility will give 5 bonus weapon points per point put into it. Note that elites will have large bonuses to weapon skills to represent practice.

Levels will be as such.

1st tier - 1st level
2nd tier - 5th level
3rd tier - 9th level
4th tier - 14th level
5th tier - 18th level
6th tier - 22nd level
7th tier - 25th level
8th tier - 32nd level
9th tier - 36th level
10th tier - 42nd level
11th tier - 45th level
12th tier - 48th level
13th tier - 50th level
14th tier - 53rd level

That's the rank progression. The points they have will be distributed inequally - a Swadian Soldier will have different starting attribute points and skills than a Vaegir Infantryman. For the five factions, you will have the following soldiers. I will handle the elites, so you guys only have to deal with half the troops. :lol:

Mercenaries will remain unchanged in their level structure, but their stats will be adjusted - adjust to your heart's whim, following the rank structure above.

Swadia:

Infantry
Initiate - Proselyte - Acolyte - Novice Soldier - Soldier - Veteran Soldier - Sergeant

Crossbowmen
Initiate - Proselyte - Skirmisher - Crossbowman - Heavy Crossbowman - Sharpshooter - Corporal

Archers
Initiate - Proselyte - Skirmisher - Yeoman - Novice Longbowman - Longbowman - Heavy Longbowman

Pikemen
Initiate - Proselyte - Acolyte - Novice Pikeman - Pikeman - Veteran Pikeman - Heavy Pikeman

Cavalry
Noble - Page - Man-at-arms - Squire - Novice Knight - Knight - Veteran Knight - Cavalier

Additional notes: The Swadian army will be geared towards melee combat. The archers will be superior in hand-to-hand combat to all other cultures, as will the crossbowmen, but they will lack ranged power. The longbowmen should still be superior in ranged combat compared to melee combat, but will not match other cultures. (i.e, 4 PS, 6 PD, 170 melee proficiency, 140 archer proficiency, instead of say, 2 PS, 8 PD, 110 melee proficiency, 190 archer proficiency - do not actually use these stats, it's just an example that I made up, I didn't actually calculate anything) The infantry line for Swadia is already completed. Swadians cannot get cavalry from the peasant line, because their cavalry is the strongest in the game - their cavalry should have mediocre agility, high strength, high ironflesh and powerstrike, 4-5 points of riding, and huge skill in one-handed, two-handed, and lances. Infantry are skilled with one-handed weapons and shields, pikemen with polearms only.


Vaegirs

Infantry
Recruit - Footman -  Novice Infantryman - Infantryman - Veteran Infantryman - Heavy Infantryman - Guard

Archers
Recruit - Footman - Bowman - Archer - Veteran Archer - Heavy Archer - Marksman - Ivory Sentinel

Pikemen
Recruit - Footman - Novice Infantryman - Lineman - Heavy Lineman - Gray Guardsman - Gray Knight

Cavalry
Recruit - Footman - Novice Infantryman - Horseman - Druzhinnik - Kataphraktos - Heavy Kataphraktos

Cavalry
Recruit - Footman - Novice Infantryman - Horseman - Druzzhinnik - Praetorian - Praetorian Knight

Additional Notes: Archers will be far superior in ranged combat to other cultures - melee wise, not so. Praetorian soldiers should be equally skilled dismounted and mounted (athletics=riding, balance in strength and agility), while Kataphraktoi will have very little ability on foot but be amazing on horseback (i.e, more strength than agility, less points in athletics which are poured into ironflesh and powerstrike, as well as riding - their power should NOT come close to that of Swadian cavalry). Infantry will be capable but not amazing (more points to civilian skills). Infantry are skilled with one-handed weapons and shields.

Khergits
Cavalry
Tribesman - Clansman - Rider - Horse Archer - Veteran Horse Archer - Heavy Horse Archer - Master Horse Archer - Mangudai

Cavalry
Tribesman - Clansman - Rider - Horse Archer - Lancer - Heavy Lancer - Arban - Keshik

Infantry
Tribesman - Clansman - Slave - Slave Warrior - Gladiator - Mameluke - Mameluke Warrior

Crossbowmen
Tribesman - Clansman - Slave - Slave Bowman - Janissary - Janissary Warrior

Additional Notes: Keshik line uses light lances and sabres, they are light cavalry. As such, little strength, high agility, huge riding skill and great skill with one-handed weapons and lances. Infantry use two-handed weapons, Mameluke Warriors are mounted - you may remove some athletics points and add them to riding for Mamelukes alone.

Nords
Infantry
Novice Raider - Raider - Veteran Raider - Heavy Raider - Scarred Raider - Warrior - Heavy Warrior

Infantry
Novice Raider - Raider - Veteran Raider - Heavy Raider - Scarred Raider - Novice Berserker - Berserker

Infantry
Novice Raider - Raider - Veteran Raider - Heavy Raider - Scarred Raider - Karl - Huskarl

Infantry
Novice Raider - Raider - Veteran Raider - Heavy Raider - Scarred Raider - Karl - Obudshaer

Archers
Huntsman - Hunter -  Skilled Hunter - Raider Archer - Grizzled Archer

Additional Notes: Easiest tree to do. Warriors are skilled with one handed weapons and shields. Berserkers are the only units in game to have more ability points than a character would have at their level. Whoever's going to be assigning them points can note that they get 12 bonus attribute points and 12 bonus skill points - attribute points should be divided between strength and agility, while skill points can go into athletics, ironflesh, or powerstrike. The Berserkers are skilled with two-handed weapons. Huskarls are NOT considered tier seven troops, but tier eight troops, meaning they're harder to train and gain the extra attribute and skill points, as well as being costlier. They are skilled with shield and one-handed weapons. Lastly, Obudshaers are skilled with polearms, but not with shields. Archers should be equally skilled with their bows and melee weapons.

Rhodoks
Infantry
Conscript - Regular - Novice Spearman - Veteran Spearman - Master Spearman - Heavy Spearman - Captain

Infantry
Conscript - Regular - Novice Swordsman - Veteran Swordsman - Master Swordsman - Heavy Swordsman - Swordmaster

Crossbowmen
Conscript - Novice Crossbowman - Trained Crossbowman - Veteran Crossbowman - Master Crossbowman - Sniper - Arbalestier

Cavalry
Merchant - Village Elder - Village Delegate - Governor - Councilman - High Councilman - Senator

Cavalry
Conscript - Regular - Novice Horse Crossbowman - Horse Crossbowman - Scout

Additional Notes: Spearmen are skilled with polearms and shields, crossbowmen are much more skilled with their crossbows than with 1h weapons, and can also use shields. Swordsmen are skilled with one handed weapons, two handed weapons, and shields. Swordmasters will only be using two-handed weapons. Cavalry is very weak, medium cavalry. The scout line use crossbows on horseback, and need horse archery skill.



For reference:

Light Cavalry, as a rule, high agility, low strength.
Medium Cavalry, as a rule, balance in agility and strength.
Heavy cavalry, as a rule, high strength, low agility.

Volunteers step up
Mercenaries:
Swadians:
Vaegirs:
Khergits:
Nords:
Rhodoks:

I will handle the elites and look over all the stats you guys come up with - I will change them to fit with each other.

emby: Civilian skills. Remember the soldiers have spent much of their lives as civilians as well as soldiers, and they don't just need to know how to do combat. The whole purpose is to balance the game so the player matches other soldier's skills, and the player allocates points to civilian skills. Soldiers do too, therefore. Besides which, it just adds some realism as well as balance. The new crusader doesn't has the same amount of hit points and loses a large amount of attribute and skill points. It also gains a large jump in its price and difficulty to gain.
 
Merc, Jinnai, and everyone else involved, I admire your dedication to this mod. Looking forward to this, thanks in advance volunteers!
 
I'll handle Swadia (Muhahaha).

When you say Swadian infantry line is completed do you mean you have adjusted them and therefore I don't need to? If so then I can do a bit of something else. Mercs or something else.

Are bandits etc getting a make over?

And I know you said that Mercenary troop lines aren't being changed, but I am requesting a change regardless. A equipment buff isneeded for Huntresses I think. The jump is pretty radical to sword sister. Also the female merc riders max out at commander, would it be possable to change them to upgrade into Mistresses or Lady Knights? Because I avoid them as they are because they lack upgrade potential...

For clarification: Sergeant will be lvl 32 and a corporal will be 25 right?

Another edit:
Are we assigning equipment as well?

And the tree makeovers are kinda shecksey... :razz:



 
Equipment will be handled by me. I've already handled the Swadian infantry line. Bandits will also receive a makeover, but they and mercenaries take a secondary priority to Kingdom troops. To answer your question, no. Sergeants and Corporals are the same level, sergeants just have different skills (such as leadership). Each faction also has an 8th tier soldier. Swadian Cavalier, Vaegir Ivory Sentinel, Khergit Mangudai and Keshik, Nord Huskarl, and the Rhodok Arbalestier.

Also remember that I reserve the right to completely ignore what stats you post if they're idiotic.
 
The Mercenary 说:
Equipment will be handled by me. I've already handled the Swadian infantry line. Bandits will also receive a makeover, but they and mercenaries take a secondary priority to Kingdom troops. To answer your question, no. Sergeants and Corporals are the same level, sergeants just have different skills (such as leadership). Each faction also has an 8th tier soldier. Swadian Cavalier, Vaegir Ivory Sentinel, Khergit Mangudai and Keshik, Nord Huskarl, and the Rhodok Arbalestier.

Also remember that I reserve the right to completely ignore what stats you post if they're idiotic.

Who thought otherwise?

Will post what I have tonight, after that I might be MIA till Monday. I have a training exercise...

Edit:
I will post Troops here as I finish them.


Skirmisher
Tier:3    Level:9

Strength: 10
Agility: 7
Intelligence: 6
Charisma: 5

Skill Points
Iron Flesh: 1
Power Strike: 3
Power Draw: 2

Weapon Master: 2
Athletics: 2
Looting: 1

Tactics: 1

Leadership: 1
Trade: 1


Weapon Proficiencies
1 Handed: 65
2 handed: 90
Polearms: 115
Archery: 130
Crossbows: 135
Throwing: 75



Crossbowman
Tier:4    Level:14

Strength: 12
Agility: 9
Intelligence: 6
Charisma: 6

Skill Points
Iron Flesh: 2
Power Strike: 4
Power Draw: 2

Weapon Master: 3
Athletics: 3
Looting: 1

Tactics: 1

Leadership: 1
Trade: 2


Weapon Proficiencies
1 Handed: 80
2 handed: 115
Polearms: 175
Archery: 135
Crossbows: 175
Throwing: 90



Heavy Crossbowman
Tier:5    Level:18

Strength: 15
Agility: 9
Intelligence: 7
Charisma: 6

Skill Points
Iron Flesh: 3
Power Strike: 5
Power Draw: 2

Weapon Master: 3
Athletics: 3
Looting: 2

Tactics: 2

Leadership: 1
Trade: 2


Weapon Proficiencies
1 Handed: 90
2 handed: 125
Polearms: 255
Archery: 135
Crossbows: 200
Throwing: 90


Sharpshooter
Tier:6    Level:22

Strength: 16
Agility: 11
Intelligence: 8
Charisma: 6

Skill Points
Iron Flesh: 4
Power Strike: 5
Power Draw: 2

Weapon Master: 3
Athletics: 3
Looting: 2

Tracking: 1
Tactics: 2
Spotting: 2

Leadership: 2
Trade: 2


Weapon Proficiencies
1 Handed: 95
2 handed: 125
Polearms: 275
Archery: 135
Crossbows: 300
Throwing: 90



Sharpshooter
Tier:6    Level:22

Strength: 16
Agility: 11
Intelligence: 8
Charisma: 6

Skill Points
Iron Flesh: 4
Power Strike: 5
Power Draw: 2

Weapon Master: 3
Athletics: 3
Looting: 2

Tracking: 1
Tactics: 2
Spotting: 2

Leadership: 2
Trade: 2


Weapon Proficiencies
1 Handed: 95
2 handed: 125
Polearms: 275
Archery: 135
Crossbows: 300
Throwing: 90


Corporal
Tier:7    Level:25

Strength: 18
Agility: 12
Intelligence: 8
Charisma: 6

Skill Points
Iron Flesh: 4
Power Strike: 6
Power Draw: 2

Weapon Master: 4
Athletics: 4
Looting: 2

Tracking: 1
Tactics: 2
Spotting: 2

Leadership: 2
Trade: 2


Weapon Proficiencies
1 Handed: 105
2 handed: 130
Polearms: 350
Archery: 135
Crossbows: 300
Throwing: 90
 
I'll do the vegirs if you allow me to return them to their proper archer superiority in the lands more so than the best calvary?

Edit : Working on them now, will be done in about an hour.
 
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